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<blockquote data-quote="kronos182" data-source="post: 6905974" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">PsionicPowers</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Claws of the Cat</span></p><p><span style="font-family: 'Calibri'">Strength or Dexterity</span></p><p><span style="font-family: 'Calibri'">Level: Battle Mind 1</span></p><p><span style="font-family: 'Calibri'">Display: Visual, Material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: Attack action</span></p><p><span style="font-family: 'Calibri'">Range Personal</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: 1 hour/level</span></p><p><span style="font-family: 'Calibri'">Power Points: 2</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">This power is similar to the Claws of the Bear power, only slightly weaker.Your hands and fingers lengthen slightly, and you grow claws on your fingers ofboth hands. The power grants you a claw attack (which does not provoke attacksof opportunity) that deals 1d6 points of slashing damage (plus Strengthmodifier). You are considered armed. Unlike the claws of the bear, you cangrasp and manipulate objects, but suffer a -2 penalty to all checks and rolls(including weapons) as long as this power remains in effect. You can use thispower in conjunction with feats (including weapon finesse), powers, or spellsallowing additional attacks on your turn, and it can be used with multipleattacks gained through level advancement.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bio-Regeneration</span></p><p><span style="font-family: 'Calibri'">Constitution</span></p><p><span style="font-family: 'Calibri'">Level: Battle Mind 3, Telepath 4</span></p><p><span style="font-family: 'Calibri'">Display: Visual, Material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 full round</span></p><p><span style="font-family: 'Calibri'">Range: Personal</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Power Points: 15</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">This ability allows oneself to will themselves free of disease or poison andback to health, and heal physical damage and injury. Although this ability doesnot regenerate limbs, it does cure the user of one disease or poison (can onlycure and heal one, so if the user is inflicted by 2 different poisons ordiseases, must pick one to cure and heal) and heals any ability damage done bythem, or can heal 3d6 points of damage, or can heal 1d4 points of abilitydamage from any other source. The user can only select one of these choices, sothey user can not heal 3d6 points of damage and also cure a poison or disease,must select one or the other. While this power is manifesting, the user can notpartake in any strenuous actions, such as attacking, running, or full defenseactions, only simple actions like dodging, walking at normal speed, or hiding,nor manifesting other psionic powers.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">HealingTouch</span></p><p><span style="font-family: 'Calibri'">Constitution</span></p><p><span style="font-family: 'Calibri'">Level: Battle Mind 2, Telepath 2</span></p><p><span style="font-family: 'Calibri'">Display: Visual, Material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: Standard action</span></p><p><span style="font-family: 'Calibri'">Range: Touch</span></p><p><span style="font-family: 'Calibri'">Target: One creature</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Power Points: 4</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">By touching a creature and channeling your psychic powers through your hand,you can heal physical injuries of the target. You can heal a creature willing,or unconscious target without making a touch attack, but an unwilling or one inthe middle of combat requires a touch attack. You can only heal organiccreatures, those made of metal, such as robots, or minerals or other inorganicmaterial can not be healed. You heal the touch target 2d4 points of damage, anda successful Treat Injury check (DC 15)can heal an extra +2 points of damage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">IncreasedHealing</span></p><p><span style="font-family: 'Calibri'">Constitution</span></p><p><span style="font-family: 'Calibri'">Level: 1</span></p><p><span style="font-family: 'Calibri'">Display: Material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: Standard action</span></p><p><span style="font-family: 'Calibri'">Range: Personal</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: 1 round / level</span></p><p><span style="font-family: 'Calibri'">Power Points: 3</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">By channeling your psychic energies into your body's healing ability, you cangreatly improve it for short periods of time. You gain fast heal 1 for as longas the power is manifested, or unless you are knocked unconscious before theduration is up.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">PsychicDiagnosis</span></p><p><span style="font-family: 'Calibri'">Intelligence</span></p><p><span style="font-family: 'Calibri'">Level: 1 Telepath</span></p><p><span style="font-family: 'Calibri'">Display: Visual, Material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: Move equivalent action</span></p><p><span style="font-family: 'Calibri'">Range: Touch or 1 foot per level</span></p><p><span style="font-family: 'Calibri'">Target: 1 creature</span></p><p><span style="font-family: 'Calibri'">Duration: Varies</span></p><p><span style="font-family: 'Calibri'">Power Points: 2</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Your eyes glow a soft green as you use your psychic powers to sense what iswrong with a person. You are able to, with a Concentration check (DC 13), andone round of concentration, determine if the target is poisoned, diseased, orhow badly injured (know current hit points compared to normal), or affected bydrugs, or magic, or other ailment, but only determine one of these (GM choicefor which is most potent or damaging to the target). A second full round ofconcentration will allow the user to discover another ailment, or know exactlywhat the previously known ailment is (Concentration check is the same eachround), and so on for further rounds. Each round the user concentrates grants a+1 bonus to any Treat Injury checks they, or someone they inform, for curing orhealing the target, up to a maximum of +5. For example, Joe falls unconscious,then Bob the psychic uses psychic diagnosis. In the first round he discoversJoe is poisoned, a second round of concentration will reveal Bob was poisonedwith arsenic.</span></p><p><span style="font-family: 'Calibri'">Completely unknown, alien or new poisons, diseases or ailments will increasethe Concentration DC by +1 or more, up to a maximum of +5, GMdetermination.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Resist Cold</span></p><p><span style="font-family: 'Calibri'">Constitution</span></p><p><span style="font-family: 'Calibri'">Level: 2</span></p><p><span style="font-family: 'Calibri'">Display: Visual, Material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: Standard action</span></p><p><span style="font-family: 'Calibri'">Range: Personal or touch</span></p><p><span style="font-family: 'Calibri'">Target: You or 1 target</span></p><p><span style="font-family: 'Calibri'">Duration: 1 minute / level</span></p><p><span style="font-family: 'Calibri'">Power Points: 3</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">You are able to create a barely noticeable field of psychic energy around youthat glows softly, to protect you or one target you touch from the cold. You orthe touched target is immune to extreme cold temperatures, gaining coldresistance 5 and immune to cold exposure until the duration ends. When struckby a cold attack, there is a brief flash of blue light as the field protectsagainst the attack.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Resist Heat</span></p><p><span style="font-family: 'Calibri'">Constitution</span></p><p><span style="font-family: 'Calibri'">Level: 2</span></p><p><span style="font-family: 'Calibri'">Display: Visual</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: Standard action</span></p><p><span style="font-family: 'Calibri'">Range: Personal or touch</span></p><p><span style="font-family: 'Calibri'">Target: You or 1 target</span></p><p><span style="font-family: 'Calibri'">Duration: 1 minute / level</span></p><p><span style="font-family: 'Calibri'">Power Points: 3</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">You are able to create a barely noticeable field of psychic energy around youthat glows softly, to protect you or one target you touch from the heat. You orthe touched target is immune to extreme hot temperatures, gaining fireresistance 5, and heat exposure until the duration ends. When struck by a fireattack, there is a brief flash of red light as the field protects against theattack.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">AdaptBody</span></p><p><span style="font-family: 'Calibri'">Constitution</span></p><p><span style="font-family: 'Calibri'">Level: 4</span></p><p><span style="font-family: 'Calibri'">Display: Visual, Material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 standard action</span></p><p><span style="font-family: 'Calibri'">Range: Personal</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: 1 hour/level</span></p><p><span style="font-family: 'Calibri'">Power Points: 9</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Your body automatically adapts to hostile environments. You can adapt tounderwater, extremely cold, or airless environments, allowing you to survive asif you were a creature native to that environment. You can breathe and move(though penalties to movement and attacks, if any for a particular environment,if any for a particular environment, remain), and you take no damage simplyfrom being in that environment. You need not specify what environment you areadapting to when you manifest this power; simply activate it, and your bodywill instantly adapt to any hostile environment as needed throughout theduration.</span></p><p><span style="font-family: 'Calibri'">You can somewhat adapt to extreme environment features such as acid, lava,fire, and electricity. Any environmental feature that normally directly deals 1or more dice of damage per round (such as lava, which deals 20d6 points ofdamage per round of immersion) deals you only half the usual amount ofdamage.</span></p><p><span style="font-family: 'Calibri'">An attack form is not treated as an environment. For example, even if you'readapted to extremely cold conditions, you are still vulnerable to attacks thatdeal cold damage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">AffinityField</span></p><p><span style="font-family: 'Calibri'">Constitution</span></p><p><span style="font-family: 'Calibri'">Level: 4</span></p><p><span style="font-family: 'Calibri'">Display: Visual, material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 full round</span></p><p><span style="font-family: 'Calibri'">Range: 20 ft radius emanation, centered on you</span></p><p><span style="font-family: 'Calibri'">Saving Throw: Fortitude negates (potentially harmless)</span></p><p><span style="font-family: 'Calibri'">Duration: 1 round/level</span></p><p><span style="font-family: 'Calibri'">Power Points: 17</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">You create an affinity feedback loop with all creatures within the area. Whilethe duration lasts, affected creatures take damage (including ability damage)as you do and heal all wounds as you do. For instance, if you take 8 points ofdamage from a gun shot, all creatures within the area also take 8 points ofdamage. On the other hand, if you are healed, all creatures in the affinityfield are also healed. Hit points gained or lost persist after this power ends.</span></p><p><span style="font-family: 'Calibri'">Creatures in range are also subject to magical and psionic effects of 3rd levelor lower. Creatures that have an affinity to you gain a saving throw againsteach new power transferred through the affinity field as if the power weremanifested upon them normally. All magical and psionic effects transferred tosubjects fade at the end of this power's duration, although instantaneouseffects remain, such as the effects of curing powers. If you suddenly becomeimmune to a particular effect or power, the effect or power to which you areimmune cannot be transferred to creatures that have affinity toyou.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Aposi</span></p><p><span style="font-family: 'Calibri'">Intelligence</span></p><p><span style="font-family: 'Calibri'">Level: Telepath 5</span></p><p><span style="font-family: 'Calibri'">Display: Visual</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 full round</span></p><p><span style="font-family: 'Calibri'">Range: 25 ft +5 ft/2 levels</span></p><p><span style="font-family: 'Calibri'">Target: One living psionic creature</span></p><p><span style="font-family: 'Calibri'">Duration: Instantaneous</span></p><p><span style="font-family: 'Calibri'">Saving Throw: Fortitude negates</span></p><p><span style="font-family: 'Calibri'">Power Points: 15, XP</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">By using this power, you delete 1d4 powers permanently from the subject's mind.You specify the level of each power, and the GM randomly determines which ofthe subject's powers is actually deleted.</span></p><p><span style="font-family: 'Calibri'">XP Cost: 50 XP per level of the deleted powers.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Astral Construct</span></p><p><span style="font-family: 'Calibri'">Intelligence</span></p><p><span style="font-family: 'Calibri'">Level: 2</span></p><p><span style="font-family: 'Calibri'">Display: Visual; see text</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 full round</span></p><p><span style="font-family: 'Calibri'">Range: 25 ft +5 ft /level</span></p><p><span style="font-family: 'Calibri'">Effect: One created astral construct</span></p><p><span style="font-family: 'Calibri'">Duration: 1 round/level</span></p><p><span style="font-family: 'Calibri'">Power Points: 3</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">This power creates one 1st level astral construct of solidified ectoplasm thatattacks your enemies. It appears where you designate and acts immediately, onyour turn. It attacks your opponents to the best of its ability. As a freeaction, you can mentally direct it not to attack, to attack particular enemies,or perform other actions. The astral construct acts normally on the last roundof the power's duration and dissipates at the end of its turn.</span></p><p><span style="font-family: 'Calibri'">Astral constructs are not summoned; they are created on the plane you inhabit(using ectoplasm drawn from the Astral Plane). Thus they are not subject toeffects that hedge out or otherwise affect outsiders; they are constructs, notoutsiders.</span></p><p><span style="font-family: 'Calibri'">Augment: For every 2 additional power points you spend, the level of the astralconstruct increases by one.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bite of the Wolf</span></p><p><span style="font-family: 'Calibri'">Strength</span></p><p><span style="font-family: 'Calibri'">Level: 2</span></p><p><span style="font-family: 'Calibri'">Display: Visual</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 standard action</span></p><p><span style="font-family: 'Calibri'">Range: Personal</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: 1 min/level</span></p><p><span style="font-family: 'Calibri'">Power Points: 3</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bite of the Wolf is a weaker version of Bite of the Tiger, and can be learnedby other psionics besides the Battle Mind. Your posture becomes stoopedforward, and you grow a muzzle complete with fangs. You gain one bite attackeach round, instead of or in addition to any other attacks you have, that deals1d8 points of damage. Your bite attack is a natural weapon, so you areconsidered armed when attacking with it, and can be affected by powers, spellsor other effects that enhance or improve natural weapons. You can choose todeal nonlethal damage with your bite, taking the standard -4 penalty on yourattack roll.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bullet</span></p><p><span style="font-family: 'Calibri'">Wisdom</span></p><p><span style="font-family: 'Calibri'">Level: 1</span></p><p><span style="font-family: 'Calibri'">Display: Material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 standard action</span></p><p><span style="font-family: 'Calibri'">Range: 0 ft</span></p><p><span style="font-family: 'Calibri'">Effect: Normal bolts, arrow, sling bullet, bullets, etc</span></p><p><span style="font-family: 'Calibri'">Duration: 1 min/level</span></p><p><span style="font-family: 'Calibri'">Power Points: 2</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">You create 2d4 ectoplasmic pieces of ammunition of a type you hold for aweapon, appropriate to your size, which dissipate into their constituentectoplasmic particles when the duration ends or after being fired. Ammunitionyou create has a +1 enhancement bonus on attack and damage rolls, and can beused for overcoming magical damage reduction. This ammunition otherwisefunctions like normal ammunition for the selected weapon, and must beloaded.</span></p><p><span style="font-family: 'Calibri'">Augment: For every 3 additional power points you spend, this power improves theammunition's enhancement bonus on attack and damage rolls by one up to amaximum of +4.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">PsychicDervish</span></p><p><span style="font-family: 'Calibri'">Dexterity</span></p><p><span style="font-family: 'Calibri'">Level: Battle Mind 3</span></p><p><span style="font-family: 'Calibri'">Display: Material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 standard action</span></p><p><span style="font-family: 'Calibri'">Range: Personal</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: 1 round/2 levels or until cancelled by movement</span></p><p><span style="font-family: 'Calibri'">Power Points: 5</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">As long as you do not move while this ability is activated, you may add halfagain your Dexterity bonus to all attacks and damage rolls you make. This bonusis in addition to any other bonuses applied to your attack and damage rolls,including other bonuses from Strength or Dexterity. Your psychic power spinsyou wildly and you must rely on the focus of your mind and your naturaltraining to strike at your opponents. On the other hand, your rapid motionallows you to strike with much greater force than would otherwise be possiblein melee. This ability only affects melee attacks.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">RangedAccuracy</span></p><p><span style="font-family: 'Calibri'">Dexterity</span></p><p><span style="font-family: 'Calibri'">Level: Battle Mind 3</span></p><p><span style="font-family: 'Calibri'">Display: Visual</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 standard action</span></p><p><span style="font-family: 'Calibri'">Range: Touch</span></p><p><span style="font-family: 'Calibri'">Target: 3 pieces of ammunition/level</span></p><p><span style="font-family: 'Calibri'">Duration: 1 minute/level</span></p><p><span style="font-family: 'Calibri'">Power Points: 5</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">While this power is active, you are able to hit targets at great range withmuch more accuracy. When firing a ranged weapon, the penalty for every rangeincrement after the fifth is -1, rather than -2. This power does not increasethe range of the weapon, only decreases the penalties for extreme ranges.Ammunition affected by this power do not have reduced penalties when fired byanyone other than you - the connection between ammunition and yourself isneeded to guide them to their target.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Psychic Evacuation</span></p><p><span style="font-family: 'Calibri'">Wisdom</span></p><p><span style="font-family: 'Calibri'">Level: Battle Mind 4</span></p><p><span style="font-family: 'Calibri'">Display: Aura</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 standard action</span></p><p><span style="font-family: 'Calibri'">Range: Personal</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: 1 min/level</span></p><p><span style="font-family: 'Calibri'">Saving Throw: Will negates (see text)</span></p><p><span style="font-family: 'Calibri'">Power Points: 9</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">To combat other psychics, especially Telepaths with their larger reserves ofpsionic power, battle minds have mastered the art of bleeding away psionicenergy. When this ability is manifested, the battle mind's aura becometurbulent and filled with strange motion. Any creature that can manifestpsionic powers is struck in melee by an unarmed, natural or tiny weapon wieldedby the battle mind suffers normal damage but also suffers the loss of 1d4 powerpoints as the battle mind's aura causes the sudden evacuation of power from thetarget. A successful Will save, or Power Resistance prevents the lose of powerpoints from the attack.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">MindTracer</span></p><p><span style="font-family: 'Calibri'">Dexterity</span></p><p><span style="font-family: 'Calibri'">Level: Battle Mind 1</span></p><p><span style="font-family: 'Calibri'">Display: Visual</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: 1 standard action</span></p><p><span style="font-family: 'Calibri'">Range: Personal</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: 1 round/level</span></p><p><span style="font-family: 'Calibri'">Power Points: 1</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">This power forges a bond between your ranged weapon and the target of yourchoice. While the power is active, your shots are much more accurate and moredamaging against this target. After this power is activated, you mustimmediately make a ranged attack against one target within range of yourcurrently-equipped ranged weapon. If this attack hits, you receive a +1circumstance bonus to both attack and damage rolls which applies only to yournext ranged attack against this target and only if that attack is the very nextnon-moment action you make. This bonus increases by 1 to both attack and damageafter every successful ranged attack you make against the target and remains ineffect until the power expires.</span></p><p><span style="font-family: 'Calibri'">When the target dies, or you take a non-movement action which is not a rangedattack against your target, this power ends immediately.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Telekinetic Shield</span></p><p><span style="font-family: 'Calibri'">Constitution</span></p><p><span style="font-family: 'Calibri'">Level: 3</span></p><p><span style="font-family: 'Calibri'">Display: Visual, Material</span></p><p><span style="font-family: 'Calibri'">Manifestation Time: Attack action</span></p><p><span style="font-family: 'Calibri'">Range Personal</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: 1 round per level</span></p><p><span style="font-family: 'Calibri'">Power Points: 6</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">This power creates an invisible shield around the manifester that deflectsattacks, especially physical ones. The shield grants a +2 Deflection bonus toDefense, and provides DR 3 against all energy attacks except ones that arelight (any laser or maser) or electrical (electricity) based weapons, and DR 10against all physical attacks (slashing, piercing, bludgeon, ballistic, etc).Opponents attempting to strike the manifester in melee combat must make aReflex save (DC 10 + half manifester level + Con modifier) or be knocked back1d4 x half manifester level feet, requiring another Reflex save DC 15 or beknocked prone, dropping anything held. The telekinetic shield also grants a +2save against psychic based attacks made against the manifester.</span></p><p><span style="font-family: 'Calibri'">However, while the telekinetic shield is up, the manifester is unable to useany powers that project energy or telekinesis and similar powers. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">TelekineticParry</span></p><p><span style="font-family: 'Calibri'">You are able to use your telekinetic powers to defendyourself.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Telekinesis power, minimum 3 power points in reserve, CombatReflexes, Cha 18+</span></p><p><span style="font-family: 'Calibri'">Benefit: Anytime youare attacked, and have at least 3 power points available, and are aware of theattack, you may use your telekinesis in an attempt to parry the attack, usingup one of your attacks of opportunity granted by Combat Reflexes. When you areattacked, you make an attack roll at your Base Attack Bonus plus your Chamodifer, using up 3 power points, you release a short burst of telekineticenergy and deflect the attack if your roll is higher than the attackers,dealing no damage. Against an area attack, you must beat a DC of 15 and halfthe difference of what your roll beats the DC by is added to your Reflex saveroll. A failed parry still uses up 3 power points.</span></p><p><span style="font-family: 'Calibri'">You can not parry more attacks than you have available attacks of opportunitygranted by Combat Reflexes plus the normal one per round.</span></p><p><span style="font-family: 'Calibri'">Normal: You only usetelekinesis power as normal.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6905974, member: 6668634"] [FONT=Calibri]PsionicPowers Claws of the Cat Strength or Dexterity Level: Battle Mind 1 Display: Visual, Material Manifestation Time: Attack action Range Personal Target: You Duration: 1 hour/level Power Points: 2 This power is similar to the Claws of the Bear power, only slightly weaker.Your hands and fingers lengthen slightly, and you grow claws on your fingers ofboth hands. The power grants you a claw attack (which does not provoke attacksof opportunity) that deals 1d6 points of slashing damage (plus Strengthmodifier). You are considered armed. Unlike the claws of the bear, you cangrasp and manipulate objects, but suffer a -2 penalty to all checks and rolls(including weapons) as long as this power remains in effect. You can use thispower in conjunction with feats (including weapon finesse), powers, or spellsallowing additional attacks on your turn, and it can be used with multipleattacks gained through level advancement. [/FONT] [FONT=Calibri]Bio-Regeneration Constitution Level: Battle Mind 3, Telepath 4 Display: Visual, Material Manifestation Time: 1 full round Range: Personal Target: You Duration: Instantaneous Power Points: 15 This ability allows oneself to will themselves free of disease or poison andback to health, and heal physical damage and injury. Although this ability doesnot regenerate limbs, it does cure the user of one disease or poison (can onlycure and heal one, so if the user is inflicted by 2 different poisons ordiseases, must pick one to cure and heal) and heals any ability damage done bythem, or can heal 3d6 points of damage, or can heal 1d4 points of abilitydamage from any other source. The user can only select one of these choices, sothey user can not heal 3d6 points of damage and also cure a poison or disease,must select one or the other. While this power is manifesting, the user can notpartake in any strenuous actions, such as attacking, running, or full defenseactions, only simple actions like dodging, walking at normal speed, or hiding,nor manifesting other psionic powers. [/FONT] [FONT=Calibri]HealingTouch Constitution Level: Battle Mind 2, Telepath 2 Display: Visual, Material Manifestation Time: Standard action Range: Touch Target: One creature Duration: Instantaneous Power Points: 4 By touching a creature and channeling your psychic powers through your hand,you can heal physical injuries of the target. You can heal a creature willing,or unconscious target without making a touch attack, but an unwilling or one inthe middle of combat requires a touch attack. You can only heal organiccreatures, those made of metal, such as robots, or minerals or other inorganicmaterial can not be healed. You heal the touch target 2d4 points of damage, anda successful Treat Injury check (DC 15)can heal an extra +2 points of damage. [/FONT] [FONT=Calibri]IncreasedHealing Constitution Level: 1 Display: Material Manifestation Time: Standard action Range: Personal Target: You Duration: 1 round / level Power Points: 3 By channeling your psychic energies into your body's healing ability, you cangreatly improve it for short periods of time. You gain fast heal 1 for as longas the power is manifested, or unless you are knocked unconscious before theduration is up. [/FONT] [FONT=Calibri]PsychicDiagnosis Intelligence Level: 1 Telepath Display: Visual, Material Manifestation Time: Move equivalent action Range: Touch or 1 foot per level Target: 1 creature Duration: Varies Power Points: 2 Your eyes glow a soft green as you use your psychic powers to sense what iswrong with a person. You are able to, with a Concentration check (DC 13), andone round of concentration, determine if the target is poisoned, diseased, orhow badly injured (know current hit points compared to normal), or affected bydrugs, or magic, or other ailment, but only determine one of these (GM choicefor which is most potent or damaging to the target). A second full round ofconcentration will allow the user to discover another ailment, or know exactlywhat the previously known ailment is (Concentration check is the same eachround), and so on for further rounds. Each round the user concentrates grants a+1 bonus to any Treat Injury checks they, or someone they inform, for curing orhealing the target, up to a maximum of +5. For example, Joe falls unconscious,then Bob the psychic uses psychic diagnosis. In the first round he discoversJoe is poisoned, a second round of concentration will reveal Bob was poisonedwith arsenic. Completely unknown, alien or new poisons, diseases or ailments will increasethe Concentration DC by +1 or more, up to a maximum of +5, GMdetermination. Resist Cold Constitution Level: 2 Display: Visual, Material Manifestation Time: Standard action Range: Personal or touch Target: You or 1 target Duration: 1 minute / level Power Points: 3 You are able to create a barely noticeable field of psychic energy around youthat glows softly, to protect you or one target you touch from the cold. You orthe touched target is immune to extreme cold temperatures, gaining coldresistance 5 and immune to cold exposure until the duration ends. When struckby a cold attack, there is a brief flash of blue light as the field protectsagainst the attack. Resist Heat Constitution Level: 2 Display: Visual Manifestation Time: Standard action Range: Personal or touch Target: You or 1 target Duration: 1 minute / level Power Points: 3 You are able to create a barely noticeable field of psychic energy around youthat glows softly, to protect you or one target you touch from the heat. You orthe touched target is immune to extreme hot temperatures, gaining fireresistance 5, and heat exposure until the duration ends. When struck by a fireattack, there is a brief flash of red light as the field protects against theattack. [/FONT] [FONT=Calibri]AdaptBody Constitution Level: 4 Display: Visual, Material Manifestation Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 9 Your body automatically adapts to hostile environments. You can adapt tounderwater, extremely cold, or airless environments, allowing you to survive asif you were a creature native to that environment. You can breathe and move(though penalties to movement and attacks, if any for a particular environment,if any for a particular environment, remain), and you take no damage simplyfrom being in that environment. You need not specify what environment you areadapting to when you manifest this power; simply activate it, and your bodywill instantly adapt to any hostile environment as needed throughout theduration. You can somewhat adapt to extreme environment features such as acid, lava,fire, and electricity. Any environmental feature that normally directly deals 1or more dice of damage per round (such as lava, which deals 20d6 points ofdamage per round of immersion) deals you only half the usual amount ofdamage. An attack form is not treated as an environment. For example, even if you'readapted to extremely cold conditions, you are still vulnerable to attacks thatdeal cold damage. [/FONT] [FONT=Calibri]AffinityField Constitution Level: 4 Display: Visual, material Manifestation Time: 1 full round Range: 20 ft radius emanation, centered on you Saving Throw: Fortitude negates (potentially harmless) Duration: 1 round/level Power Points: 17 You create an affinity feedback loop with all creatures within the area. Whilethe duration lasts, affected creatures take damage (including ability damage)as you do and heal all wounds as you do. For instance, if you take 8 points ofdamage from a gun shot, all creatures within the area also take 8 points ofdamage. On the other hand, if you are healed, all creatures in the affinityfield are also healed. Hit points gained or lost persist after this power ends. Creatures in range are also subject to magical and psionic effects of 3rd levelor lower. Creatures that have an affinity to you gain a saving throw againsteach new power transferred through the affinity field as if the power weremanifested upon them normally. All magical and psionic effects transferred tosubjects fade at the end of this power's duration, although instantaneouseffects remain, such as the effects of curing powers. If you suddenly becomeimmune to a particular effect or power, the effect or power to which you areimmune cannot be transferred to creatures that have affinity toyou. Aposi Intelligence Level: Telepath 5 Display: Visual Manifestation Time: 1 full round Range: 25 ft +5 ft/2 levels Target: One living psionic creature Duration: Instantaneous Saving Throw: Fortitude negates Power Points: 15, XP By using this power, you delete 1d4 powers permanently from the subject's mind.You specify the level of each power, and the GM randomly determines which ofthe subject's powers is actually deleted. XP Cost: 50 XP per level of the deleted powers. Astral Construct Intelligence Level: 2 Display: Visual; see text Manifestation Time: 1 full round Range: 25 ft +5 ft /level Effect: One created astral construct Duration: 1 round/level Power Points: 3 This power creates one 1st level astral construct of solidified ectoplasm thatattacks your enemies. It appears where you designate and acts immediately, onyour turn. It attacks your opponents to the best of its ability. As a freeaction, you can mentally direct it not to attack, to attack particular enemies,or perform other actions. The astral construct acts normally on the last roundof the power's duration and dissipates at the end of its turn. Astral constructs are not summoned; they are created on the plane you inhabit(using ectoplasm drawn from the Astral Plane). Thus they are not subject toeffects that hedge out or otherwise affect outsiders; they are constructs, notoutsiders. Augment: For every 2 additional power points you spend, the level of the astralconstruct increases by one. Bite of the Wolf Strength Level: 2 Display: Visual Manifestation Time: 1 standard action Range: Personal Target: You Duration: 1 min/level Power Points: 3 Bite of the Wolf is a weaker version of Bite of the Tiger, and can be learnedby other psionics besides the Battle Mind. Your posture becomes stoopedforward, and you grow a muzzle complete with fangs. You gain one bite attackeach round, instead of or in addition to any other attacks you have, that deals1d8 points of damage. Your bite attack is a natural weapon, so you areconsidered armed when attacking with it, and can be affected by powers, spellsor other effects that enhance or improve natural weapons. You can choose todeal nonlethal damage with your bite, taking the standard -4 penalty on yourattack roll. [/FONT] [FONT=Calibri]Bullet Wisdom Level: 1 Display: Material Manifestation Time: 1 standard action Range: 0 ft Effect: Normal bolts, arrow, sling bullet, bullets, etc Duration: 1 min/level Power Points: 2 You create 2d4 ectoplasmic pieces of ammunition of a type you hold for aweapon, appropriate to your size, which dissipate into their constituentectoplasmic particles when the duration ends or after being fired. Ammunitionyou create has a +1 enhancement bonus on attack and damage rolls, and can beused for overcoming magical damage reduction. This ammunition otherwisefunctions like normal ammunition for the selected weapon, and must beloaded. Augment: For every 3 additional power points you spend, this power improves theammunition's enhancement bonus on attack and damage rolls by one up to amaximum of +4. [/FONT] [FONT=Calibri]PsychicDervish Dexterity Level: Battle Mind 3 Display: Material Manifestation Time: 1 standard action Range: Personal Target: You Duration: 1 round/2 levels or until cancelled by movement Power Points: 5 As long as you do not move while this ability is activated, you may add halfagain your Dexterity bonus to all attacks and damage rolls you make. This bonusis in addition to any other bonuses applied to your attack and damage rolls,including other bonuses from Strength or Dexterity. Your psychic power spinsyou wildly and you must rely on the focus of your mind and your naturaltraining to strike at your opponents. On the other hand, your rapid motionallows you to strike with much greater force than would otherwise be possiblein melee. This ability only affects melee attacks. [/FONT] [FONT=Calibri]RangedAccuracy Dexterity Level: Battle Mind 3 Display: Visual Manifestation Time: 1 standard action Range: Touch Target: 3 pieces of ammunition/level Duration: 1 minute/level Power Points: 5 While this power is active, you are able to hit targets at great range withmuch more accuracy. When firing a ranged weapon, the penalty for every rangeincrement after the fifth is -1, rather than -2. This power does not increasethe range of the weapon, only decreases the penalties for extreme ranges.Ammunition affected by this power do not have reduced penalties when fired byanyone other than you - the connection between ammunition and yourself isneeded to guide them to their target. Psychic Evacuation Wisdom Level: Battle Mind 4 Display: Aura Manifestation Time: 1 standard action Range: Personal Target: You Duration: 1 min/level Saving Throw: Will negates (see text) Power Points: 9 To combat other psychics, especially Telepaths with their larger reserves ofpsionic power, battle minds have mastered the art of bleeding away psionicenergy. When this ability is manifested, the battle mind's aura becometurbulent and filled with strange motion. Any creature that can manifestpsionic powers is struck in melee by an unarmed, natural or tiny weapon wieldedby the battle mind suffers normal damage but also suffers the loss of 1d4 powerpoints as the battle mind's aura causes the sudden evacuation of power from thetarget. A successful Will save, or Power Resistance prevents the lose of powerpoints from the attack. [/FONT] [FONT=Calibri]MindTracer Dexterity Level: Battle Mind 1 Display: Visual Manifestation Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 1 This power forges a bond between your ranged weapon and the target of yourchoice. While the power is active, your shots are much more accurate and moredamaging against this target. After this power is activated, you mustimmediately make a ranged attack against one target within range of yourcurrently-equipped ranged weapon. If this attack hits, you receive a +1circumstance bonus to both attack and damage rolls which applies only to yournext ranged attack against this target and only if that attack is the very nextnon-moment action you make. This bonus increases by 1 to both attack and damageafter every successful ranged attack you make against the target and remains ineffect until the power expires. When the target dies, or you take a non-movement action which is not a rangedattack against your target, this power ends immediately. [/FONT] [FONT=Calibri]Telekinetic Shield[/FONT] [FONT=Calibri]Constitution Level: 3 Display: Visual, Material Manifestation Time: Attack action Range Personal Target: You Duration: 1 round per level Power Points: 6 This power creates an invisible shield around the manifester that deflectsattacks, especially physical ones. The shield grants a +2 Deflection bonus toDefense, and provides DR 3 against all energy attacks except ones that arelight (any laser or maser) or electrical (electricity) based weapons, and DR 10against all physical attacks (slashing, piercing, bludgeon, ballistic, etc).Opponents attempting to strike the manifester in melee combat must make aReflex save (DC 10 + half manifester level + Con modifier) or be knocked back1d4 x half manifester level feet, requiring another Reflex save DC 15 or beknocked prone, dropping anything held. The telekinetic shield also grants a +2save against psychic based attacks made against the manifester. However, while the telekinetic shield is up, the manifester is unable to useany powers that project energy or telekinesis and similar powers. [/FONT] [FONT=Calibri]TelekineticParry You are able to use your telekinetic powers to defendyourself. Prerequisite: Telekinesis power, minimum 3 power points in reserve, CombatReflexes, Cha 18+[/FONT] [FONT=Calibri]Benefit: Anytime youare attacked, and have at least 3 power points available, and are aware of theattack, you may use your telekinesis in an attempt to parry the attack, usingup one of your attacks of opportunity granted by Combat Reflexes. When you areattacked, you make an attack roll at your Base Attack Bonus plus your Chamodifer, using up 3 power points, you release a short burst of telekineticenergy and deflect the attack if your roll is higher than the attackers,dealing no damage. Against an area attack, you must beat a DC of 15 and halfthe difference of what your roll beats the DC by is added to your Reflex saveroll. A failed parry still uses up 3 power points. You can not parry more attacks than you have available attacks of opportunitygranted by Combat Reflexes plus the normal one per round.[/FONT] [FONT=Calibri]Normal: You only usetelekinesis power as normal.[/FONT] [/QUOTE]
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